// computed in vertex shader
varying vec3 N, L;

varying	float	ssaoFactorV;
  
void main() { 
	// work out intensity as function of interpolated normal N and light vector L
	// using standard diffuse lighting equation
	float diffuseIntensity = max(0.0, dot(normalize(N), normalize(L)));
	
	// set colour 
	gl_FragColor = gl_Color; 
	
	// factor in diffuseIntensity
	//gl_FragColor.rgb *= (diffuseIntensity * ssaoFactorV); 
	gl_FragColor.rgb = vec3(ssaoFactorV);
}
